About this mod
Allows attributes to go beyond 10; each extra point having enhanced effects, encouraging minmaxing starts, heavy use of buff items, drugs and equipment to temporarily reach extreme bonuses.
- Requirements
- Permissions and credits
Any input, ideas and propositions are welcome.
General Description
Allows SPECIALs to reach over 10, any point past it giving enhanced bonuses.
This mod tries to tackle that phenomenon where the player knows that:
If I push this stat to 9 or 10 it means it's 1-2 points that i could spend reinforcing other stats, and i could always just use [EQUIPMENT, PERK OR IMPLANT] later to reach 10 in that stat, it'd be a waste! i better just reinforce some stats i know may cause problems!
SPECIALs also continue to increase your skills past 10 like they normally did, making some checks easier if you're able and willing to stack half a dozen drugs upon one another.
Detailed list of bonuses: (per point over 10)
Strength: -5 DT to struck enemies with melee weapons, +20 Carry Weight limit, +10% Melee and Unarmed damage
Perception: +8% Base chance to hit with VATS, +5 Energy Weapons, Lockpicking, Explosives
Endurance: +5 DT/DR, +8% Base Radiation resistance
Charisma: +5% Discount With merchants, +5 Barter, Speech, Increased Disposition Score (questionable effectiveness)
Intelligence: +1 Skill Point Earned on level up, +5 Repair, Science, Medicine
Agility: +10% Dodge chance (bullets harmlessly fly through you), +10 Action Points, +5 Sneak, Guns, +10% movement speed
Luck: x1.2 Crit Damage, +2% Base Crit Chance, +2 Barter, Guns, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Unarmed, Repair, Science, Sneak, Survival, Speech
Useful information:
Dodging: every 10 seconds, the player becomes intangible for a fraction of that timeframe (AGL at 19 → 9s of intangibility, anything past it is practical immortality.)
Crit Chance: starting crit chance is 1-10% depending on LCK, reaching 20 (somehow) will thus give a base 30% chance, without any other perks, any weapon with a crit chance multiplier >3.33 is guaranteed to always land a critical hit.
Skill point earning bonus: It's a flat increase, you thus get 5 more skill points if you raise your INT, even temporarily, to 15 as long as you reach a new level in that timeframe
VATS Hit chance: having a perception of 13 will make it so even a 1% hit chance becomes 25%, and any hit chance never going below 80% at 20 PER, still capped at 95%.
Vanilla version: (Offers the same buffs as vanilla FNV gives between 0-10, to 11+ per each extra point)
Strength: +10 Carry Weight, +2 Melee Weapons skill, +0.5 Melee damage
Perception: +2 Energy Weapons, Lockpicking, Explosives
Endurance: +5% Poison resistance, +2% Radiation resistance, +2 Unarmed, Survival
Charisma: +2 Barter, Speech
Intelligence: +0.5 Skill Point Earned on level up, +2 Repair, Science, Medicine
Agility: +3 Action Points, +2 Sneak, Guns
Luck: +1% Base Crit Chance, +0.5 Barter, Guns, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Unarmed, Repair, Science, Sneak, Survival, Speech
Future ideas:
Strength: +15% Chance per level of instantly incapacitating a limb while doing heavy attacks
Perception: similar bonuses as Luck when shooting an enemy in VATS, or -2~3DT per point with ranged weapons.
Endurance: +15% AP recovery when not using it for 1s (useful for holding breath while sniping, and for mods adding AP-based sprinting)
Charisma: make enemies try to scare you off at longer ranges by shooting "warning shots" (enemy accuracy heavily reduced past 50-15m depending on CHA)
Intelligence: +20% experience
Agility: --
Luck: for 1-10s every 10s, boost a random skill to 80-100 (depending on original value)